Tried something a little different to the usually scheduled programming here, let me know if you guys are interested in more deep dives into system level stuff.
100% would love more stuff like this, things like when and how drive gauge is removed on hit/block or built during combos (microwalks and using od moves instead of dr to build drive mid combo) would be cool as i can't figure out good ways to explain that to my friend who's new to the fgc
these types of deep system breakdowns are so rare and difficult to find online, would really appreciate it if you shared more. how did you even learn about drive rush adding +3 to the juggle limit of normals?
I play Tekken and this was something I gave up on when I tried Streetfighter 6 initially because it was like the most important part of the transitional learning experience was just kept a secret solely that you were forced to copy other people's combos instead of knowing the raw limits
Maybe it's something that's more intuitive for someone who mainly played 2D fighting games, but how is it any different from just trying stuff out and seeing what works and what doesn't? I knew this mechanic from earlier SFs, but I play something like UNI2 and I just try things out and check if something combos or drops.
@@RandomDude647 I mean, sure. I'd love that. It's not what I'm asking though. Having mechanics that aren't explicitly explained isn't something that unusual in games of all types. What I don't understand is what's counterintuitive to the point of bouncing off the game entirely? What is so weird that trial and error in training mode doesn't fix as a newcomer?
@@Raxyz_0 With this specific mechanic, it's not intuitive to test in training mode because if you whiff a pickup in a juggle and it looked close, you can't be 100% sure whether you missed it because you mistimed it, or missed it because the juggle system said "no," which can lead to retrying a combo over and over, unsure if it's impossible or if you're just bad. This is coming from a 2D player, even I found SF juggles a little unintuitive coming from blazblue and xrd.
@@Sporkyz74 Well... True enough. I do remember trying stuff out in SFIV training mode and not being 100% sure if a combo not working was skill issue or a game restriction. I don't think it was so weird that I'd bounce off though, I distinctly remember a few combos I tried in anime games (can't remember if it was BBCS or GGXrd) and thought it wasn't possible until I saw someone doing something similar in a tournament. I think mirroring what you see in high-level was kind of an universal experience.
I remember finding out how juggles worked in sf4 and deciding "thats too opaque for me, I'll let the nerds figure out combos for me," and now we have sf6 and this mechanic is still super opaque
This video just reminded me, I had not filled out the juggle data for all the characters on FAT! Specifically the "older" characters. I will have to finish including the rest of that data with Terry's release. There are more intricacies to the juggle system in SF6 btw, although this covers the basics. But there's some more nuances and tidbits to some moves regarding things like Crumples, and how they affect the juggle data. Which also makes other moves that have "0" juggle increase, despite themselves being air resets normally, like Jamie 2HP, actually have some significance in combo routing because of oddities like this. Not sure I explained this well via text, I'd have to record an example.
If it isn't too hard to record it, I'd like to see some examples of that in action. It's easier to visualize how it changes things, lol. I think I understand the gist of it though, it's the same thing that makes Bison's OD scissors work after punish sHK and dash cHP isn't it?
This is actually helpful to know. I spent way too long lobbing out combos based on my knowledge of what worked from a drive rush not knowing that that changed so much. It increasing juggle limit makes so much sense.
This is one of those systems that you get used to with experimentation. Simply trying your normals/specials in various juggle situations will get you a pretty clear picture of what moves are better in juggles. Save-states work wonders for labbing this stuff out, since you don't have to worry about doing the entire combo leading up to the juggle every time, or setting up the jump-in to experiment with anti-air juggles. Ironically I think explaining it makes it *more* intimidating for newer players.
I'm glad to see more info on this. *Most* of SF6's mechanics are surprisingly intuitive and directly shown in-game, but if you try to do any juggle combos it becomes immediately obvious that a lot of stuff just doesn't work at all like you'd expect, and you'll probably never know exactly why unless you really go digging online for it. Would love to see some kind of indicator for this stuff in training mode to help de-mystify it for more people.
I have to agree, like juggle state data should be just available in-game (actually is there even at least a mod for that?) because otherwise as already seen during OD Scissors into OD Scissors causes "it clearly should have hit, did I done something wrong?" confusion. Like I guess if you play for longer time you can manage to get the feel for that stuff by trial and error but nonetheless sheer secrecy around data of that feels so weird. By game designer idea I would shoot that's meant to be "thing to discover" with juggles, but I don't feel like that works out as intended in current modern era of information distribution.
Fantastic video as someone who mostly plays guilty gear and smash outside of this. Always thought the juggle system in this game is stupid and mysterious and while I still think that, this video helps a lot! Would love to see more mechanical deep-dives like this
Most FG juggles: just hit them, idk Modern Tekken juggles: hit them, use a move to send them back to the ground and finish the rest of the combo SF juggles: hey, kid, wanna do some arithmetics?
Yeah Tekken juggle scaling is at least more intuitive because characters very clearly start getting launched at different strengths/angles as your combo goes on longer. So solving the puzzle of what you can fit into a combo is fairly straightforward as a result. In SF6, I'm pretty sure there is something like that still happening, but the main obstacle is that stuff just stops working at all for no obvious reason, so you're left guessing as to why, say, Kimberly's OD Tatsu will connect at one point in a combo but regular Tatsu (in spite of having the same startup/hitbox) won't.
It shows they put time and effort into designing the combo system so that is fun and balanced. Tekkens foundation was always air combos, so the balance is developed around how far you hit your opponent with successive hits, and different aerial states e.g.tornado, corkscrew and how they interact with the wall and environmental hazards
I came from playing uni where the main limitation is hitstun decay, and was trying to understand this when sf6 came out and my friends were trying to get me into it. They could not answer my questions of why this combos when this doesnt or why does this route only work in this specific case and pretty much only told me cause thats how it is. I did look online for explanation (but this probably within a month of the game coming out) and couldn’t find any explanation at all. So thank you for explaining a system that has nagging at me for a long time.
The first 30 seconds of this video are cathartic. Feels like just some months ago people were saying that SF does not have an exceptionally odd juggling system. It absolutely does!!!
This is actually a really interesting video. Juggle state in Street Fighter is actually something I've never really though about. I just know which combos work and which don't lol.
Incredibly interesting video, congratulations! I have looked at the juggle numbers trying (and failing) to understand them several times. Thanks a lot for the Intel. I love deep dive videos, keep up the good work!
This video is so great and well put together. I have played fighting games for 30+ years and I understand all the concepts but never bothered to learn the logic behind juggles. Good sh*t Broski.
Honestly for the worse, sf (and kof too) having unknown properties to attacks that the common person would not know and be unable to learn about IN-GAME really hurts lmfao. Hopefully one day, despite all recent games having amazing training modes, will add these hidden properties to help new people and even pros lmfao
5:18 This is so useful because I always understood that drive rush normals juggled better, but I had no idea why it worked for some buttons but not others.
Thank you for making this video, this is something i was really curious about cuz in training mode i would try combos and my moves would just pass through the opponent without hitting and i couldnt understand why
this feels like the first time i ever heard about frame data many years ago, i've seen juggle data being mentioned every now and then but never looked into it hope the game shows juggle properties in training mode at some point
I'm a beginner Cammy player, and I was trying out a combo I saw Xiaohai do in the recent tournament against Kusanagi, and this actually completely helped me understand why the combo works the way it does, very informative! (The combo in question being drive rush back hk > another back hk > jump mp > lvl 2, and then idr how he ended it. It looked cool tho so I wanted to try it lol)
My first street fighter game was 4. The way i learned this initially was: Normals never juggle. Supers and ultras almost always juggle. Specials juggle sometimes (EX specials more often). The more you juggle the less you get to juggle in the same combo. It's the kinda thing that you can learn just through trial and error, but at first it was very confusing since i came from a game where everything juggles all of the time. Makes sense why the tekken players would be confused.
The big, simple thing that helped me week 1 on launch was rooflemonger's video (I think) where he just stated that most normals don't juggle, unless they do (JP has like 10 normals like that). And that DR makes most all normals juggle in most circumstances. Before that I was in training mode doing Ryu's OD donkey kick and trying to jab afterwords, thinking my timing was off or something. Last fg I played was Injustice 1 on the Wii U lol so I thought just landing an attack to an airborne opponent was obvious. It's good to know these values are there, the game should probably reference them somewhere even if they won't matter to most people who can just try out a combo. You'll have to experiment anyways since different routes may do more/less damage than you'd expect.
wow, that is such a good video, thanks. shame that Capcom is not listing all of this, beside DR normal juggling everywhere and most supers also juggling anywhere, the rest is not so evident to know.
I learned this stuff for SFV and prayed that they would remove it for SF6. It's such a stupidly complicated system that could be handled more gracefully or, at the very least, surfaced in training mode. The rule of thumb I've been using is just "Drive Rush button always works, otherwise only use each move once", and I'm sure there are places where that doesn't work, but it's far easier to wrap my head around when I'm making decisions in the heat of the moment.
Pretty well explained, thanks a lot. Dunno how much it will matter for me, but the mechanic is a bit less mysterious for me now. I kinda get why if you do Chun launcher into level 2, she can only hit the second hit of the target combo in the air...before I just thought "welp, that is how that is" but now I know
I feel like there's no excuse for the game not to provide juggle point information in Training Mode somewhere. Capcom's been doing a good job adding QoL features to the game to help people improve, and I feel like this is definitely something they should consider adding in the future.
I'm not good enough for this to be helpful, but this was super interesting. I've always thought SF6's juggle mechanics were dumbed down since it doesn't factor in character weight/size as other SF games have, and while that still bugs me, there's clearly plenty under the hood.
Even if they added that data into the game, I would have absolutely no idea how to interpret the info. This is why I just note down combos I see other people do. Yeah, after finishing the video, I know exactly as much as before I watched it. lol
As a tekken dude, I've never understood the juggle system in any SF. It always felt random to me when it came to street fighter. I just assumed that certain characters were privileged to do so and others just can't because "unknown reasons."
Just remember folks you don't need to understand all the behind the scenes mechanics to play at a high level. It's perfectly fine to just copy a "optimal combo" you found on twitter/youtube.
This video helped a TON to at least understand how the system works on a fundamental level, it still feels very unintuitive and I much prefer the juggle system in strive or most anime games in general for making much better use of normals as juggles being "drive rush, specials, and secret third things" feels very weird to me, but at least with this video I know the how it works, even if I'm not as big a fan of it as other games, it actually makes sense.
I think the reason they don't give you the numbers in the game is because this is all far more intuitive than it was in previous games, despite using the same system. Special moves and supers basically always juggle, and most normals can't juggle at all without drive rush, so there's not many times when the juggle limit stuff even comes up.
This may sound stupid and slightly contradicting but learning juggles in street fighter(at least for me who mainly started learning fighting games with dbfz and sf5) feels very easy to understand after a certain point but isnt intuitive to learn at the start. At least from my experience.
Thanks for the vid I’ll have to apply this to chun li, I always get weird juggles and I’m not sure what to do sometimes. Juggle stopped sounding like a real word a couple minutes in tho 😂
Yeah it drove me insane how Supercombo has an explanation of the juggle system, but no data on juggles for any of the moves. Not that I can blame them, given how its so obtuse that juggles are practically hard-coded into the game lmao
Literally just did this same write up like 2 months ago because I did not understand sf6 combos and was playing AKI. AKI needs to know how the combo system works lmao.
@@RandomDude647 People who do that level of technical data already can extract that much data. It distracts the layman while adding barely anything to the technicians.
Not sure if this is needlessly complicated or necessarily complicated to balance the combo system of the game. I wonder how more universal juggling values would expand combo variety while keeping some exceptions and damage scaling to balance it. I think the trouble with that is having to watch tediously long combos play out (as we see in some fighters with 99 hit combos) where you could just put your conttoller down and get tea while your opponent finishes lol
While I feel looking at the numbers is extremely unintuitive, just playing the game does feel very intuitive. Normals don’t generally juggle at all, but specials and supers do, but you figure out what does and doesn’t work for your character.
Juggle in SF is one of the few things I dislike about this game. Im coming from Mk were you just have to hit and the longer the combo the fastest the airborne body falls.
I'm pretty sure I fully understand this system but let's see. The juggle system is gross but I do understand it. The lack of documentation is really annoying though.
My first comment here , as a manon player her lvl 1 can juggle into itself if it collides with a fireball just released from its startup, and lvl 2 im not sure if a drive light kick can reach in time
my biggest gripe is hitting a combo-able button while my opponent is in jump squat/just left the ground... it puts them in a stupid invincible tumble D:
they absolutely should make an effort to portray or even teach this stuff in the game, but despite the fact it's annoying and complex to explain, i do feel like you get an intuitive sense for it after you play the game enough. When I first found out about it, I thought it was a ridiculous way to limit comboing- but now that i'm more experienced, I couldn't tell you a single juggle number of any move, but I do feel like it's reasonably easy to sense what kind of things will work in this game with enough labbing. Not sure how that works out.
There is something that I still don't understand, if a move being able to juggle is determined by the current juggle count and the moves juggle limit. Then how come some moves immediately end a juggle?
Tried something a little different to the usually scheduled programming here, let me know if you guys are interested in more deep dives into system level stuff.
100% would love more stuff like this, things like when and how drive gauge is removed on hit/block or built during combos (microwalks and using od moves instead of dr to build drive mid combo) would be cool as i can't figure out good ways to explain that to my friend who's new to the fgc
Love the deep dives.
This is one complicated topic, musta been tough for the designers to ensure the system didn’t break
these types of deep system breakdowns are so rare and difficult to find online, would really appreciate it if you shared more. how did you even learn about drive rush adding +3 to the juggle limit of normals?
I would LOVE to see more deep dives!
This is cool, if you could stream one of these for interaction with your lovely chat, that's be cool too
I play Tekken and this was something I gave up on when I tried Streetfighter 6 initially because it was like the most important part of the transitional learning experience was just kept a secret solely that you were forced to copy other people's combos instead of knowing the raw limits
Maybe it's something that's more intuitive for someone who mainly played 2D fighting games, but how is it any different from just trying stuff out and seeing what works and what doesn't? I knew this mechanic from earlier SFs, but I play something like UNI2 and I just try things out and check if something combos or drops.
@@Raxyz_0the game itself should have a tutorial explaining all this
@@RandomDude647 I mean, sure. I'd love that. It's not what I'm asking though. Having mechanics that aren't explicitly explained isn't something that unusual in games of all types. What I don't understand is what's counterintuitive to the point of bouncing off the game entirely? What is so weird that trial and error in training mode doesn't fix as a newcomer?
@@Raxyz_0 With this specific mechanic, it's not intuitive to test in training mode because if you whiff a pickup in a juggle and it looked close, you can't be 100% sure whether you missed it because you mistimed it, or missed it because the juggle system said "no," which can lead to retrying a combo over and over, unsure if it's impossible or if you're just bad. This is coming from a 2D player, even I found SF juggles a little unintuitive coming from blazblue and xrd.
@@Sporkyz74 Well... True enough. I do remember trying stuff out in SFIV training mode and not being 100% sure if a combo not working was skill issue or a game restriction. I don't think it was so weird that I'd bounce off though, I distinctly remember a few combos I tried in anime games (can't remember if it was BBCS or GGXrd) and thought it wasn't possible until I saw someone doing something similar in a tournament. I think mirroring what you see in high-level was kind of an universal experience.
we got a Broski offline video before Ronaldo in fatal fury
CR7 in Fatal Fury is insane.
cant wait for grand theft fighter 6
"Why Aki is a bad matchup for Ronaldo, and how capcom can fix it"
I remember finding out how juggles worked in sf4 and deciding "thats too opaque for me, I'll let the nerds figure out combos for me," and now we have sf6 and this mechanic is still super opaque
This video just reminded me, I had not filled out the juggle data for all the characters on FAT! Specifically the "older" characters. I will have to finish including the rest of that data with Terry's release. There are more intricacies to the juggle system in SF6 btw, although this covers the basics. But there's some more nuances and tidbits to some moves regarding things like Crumples, and how they affect the juggle data. Which also makes other moves that have "0" juggle increase, despite themselves being air resets normally, like Jamie 2HP, actually have some significance in combo routing because of oddities like this. Not sure I explained this well via text, I'd have to record an example.
If it isn't too hard to record it, I'd like to see some examples of that in action. It's easier to visualize how it changes things, lol.
I think I understand the gist of it though, it's the same thing that makes Bison's OD scissors work after punish sHK and dash cHP isn't it?
This is actually helpful to know. I spent way too long lobbing out combos based on my knowledge of what worked from a drive rush not knowing that that changed so much. It increasing juggle limit makes so much sense.
This is one of those systems that you get used to with experimentation. Simply trying your normals/specials in various juggle situations will get you a pretty clear picture of what moves are better in juggles. Save-states work wonders for labbing this stuff out, since you don't have to worry about doing the entire combo leading up to the juggle every time, or setting up the jump-in to experiment with anti-air juggles. Ironically I think explaining it makes it *more* intimidating for newer players.
Terry juggles boutta be DEVIOUS!
I read this as "Terry jiggles" and was like Ayo?
I'm glad to see more info on this. *Most* of SF6's mechanics are surprisingly intuitive and directly shown in-game, but if you try to do any juggle combos it becomes immediately obvious that a lot of stuff just doesn't work at all like you'd expect, and you'll probably never know exactly why unless you really go digging online for it. Would love to see some kind of indicator for this stuff in training mode to help de-mystify it for more people.
I have to agree, like juggle state data should be just available in-game (actually is there even at least a mod for that?) because otherwise as already seen during OD Scissors into OD Scissors causes "it clearly should have hit, did I done something wrong?" confusion.
Like I guess if you play for longer time you can manage to get the feel for that stuff by trial and error but nonetheless sheer secrecy around data of that feels so weird. By game designer idea I would shoot that's meant to be "thing to discover" with juggles, but I don't feel like that works out as intended in current modern era of information distribution.
Fantastic video as someone who mostly plays guilty gear and smash outside of this. Always thought the juggle system in this game is stupid and mysterious and while I still think that, this video helps a lot! Would love to see more mechanical deep-dives like this
Most FG juggles: just hit them, idk
Modern Tekken juggles: hit them, use a move to send them back to the ground and finish the rest of the combo
SF juggles: hey, kid, wanna do some arithmetics?
Yeah Tekken juggle scaling is at least more intuitive because characters very clearly start getting launched at different strengths/angles as your combo goes on longer. So solving the puzzle of what you can fit into a combo is fairly straightforward as a result. In SF6, I'm pretty sure there is something like that still happening, but the main obstacle is that stuff just stops working at all for no obvious reason, so you're left guessing as to why, say, Kimberly's OD Tatsu will connect at one point in a combo but regular Tatsu (in spite of having the same startup/hitbox) won't.
It shows they put time and effort into designing the combo system so that is fun and balanced. Tekkens foundation was always air combos, so the balance is developed around how far you hit your opponent with successive hits, and different aerial states e.g.tornado, corkscrew and how they interact with the wall and environmental hazards
Wow this was very informative. I’m surprised capcom doesn’t pay you. What you’re doing for ppl new to fighting games is impressive !
I came from playing uni where the main limitation is hitstun decay, and was trying to understand this when sf6 came out and my friends were trying to get me into it. They could not answer my questions of why this combos when this doesnt or why does this route only work in this specific case and pretty much only told me cause thats how it is. I did look online for explanation (but this probably within a month of the game coming out) and couldn’t find any explanation at all. So thank you for explaining a system that has nagging at me for a long time.
I was just complaining about how obtuse this system is looking in earlier today, this video saved my life
Been wanting to know this for a loooong time, thanks for breaking it down so well for us 🙏🏼
The first 30 seconds of this video are cathartic. Feels like just some months ago people were saying that SF does not have an exceptionally odd juggling system. It absolutely does!!!
This is one of those obscure things that people know but no one talks about. Thanks
This is actually a really interesting video. Juggle state in Street Fighter is actually something I've never really though about. I just know which combos work and which don't lol.
Incredibly interesting video, congratulations! I have looked at the juggle numbers trying (and failing) to understand them several times. Thanks a lot for the Intel. I love deep dive videos, keep up the good work!
This video is so great and well put together. I have played fighting games for 30+ years and I understand all the concepts but never bothered to learn the logic behind juggles. Good sh*t Broski.
Yeah this was so helpful in de-mystifying another aspect of SF6 for me, great video!
Glad to see a proper breakdown. Trying to figure it out in SF5 took some trial and (mostly) error.
Honestly for the worse, sf (and kof too) having unknown properties to attacks that the common person would not know and be unable to learn about IN-GAME really hurts lmfao. Hopefully one day, despite all recent games having amazing training modes, will add these hidden properties to help new people and even pros lmfao
Very informitive! Thanx Broski 🙂
5:18 This is so useful because I always understood that drive rush normals juggled better, but I had no idea why it worked for some buttons but not others.
This is actually a topic i know very little about. Thanks for the Guide
Thank you for making this video, this is something i was really curious about cuz in training mode i would try combos and my moves would just pass through the opponent without hitting and i couldnt understand why
this feels like the first time i ever heard about frame data many years ago, i've seen juggle data being mentioned every now and then but never looked into it
hope the game shows juggle properties in training mode at some point
Great content. Informative, straight to the point, and well explained with useful examples. Would love more stuff like this.
i love how juggle man Bison is the one used for demonstration!
This was very interesting, thanks for getting into the weeds with how the juggle system works!
This was super interesting and super well explained. Good stuff, broski, thank you
I'm a beginner Cammy player, and I was trying out a combo I saw Xiaohai do in the recent tournament against Kusanagi, and this actually completely helped me understand why the combo works the way it does, very informative!
(The combo in question being drive rush back hk > another back hk > jump mp > lvl 2, and then idr how he ended it. It looked cool tho so I wanted to try it lol)
I've been asking this for awhile, appreciate the clear explanation!
My first street fighter game was 4. The way i learned this initially was: Normals never juggle. Supers and ultras almost always juggle. Specials juggle sometimes (EX specials more often). The more you juggle the less you get to juggle in the same combo. It's the kinda thing that you can learn just through trial and error, but at first it was very confusing since i came from a game where everything juggles all of the time. Makes sense why the tekken players would be confused.
That’s sick, this is great information for those who likes to lab a lot
This is incredibly helpful! Thank you so much!
I have never ever understood how juggles truly work. I just know which combos work after testing them.
The big, simple thing that helped me week 1 on launch was rooflemonger's video (I think) where he just stated that most normals don't juggle, unless they do (JP has like 10 normals like that). And that DR makes most all normals juggle in most circumstances. Before that I was in training mode doing Ryu's OD donkey kick and trying to jab afterwords, thinking my timing was off or something. Last fg I played was Injustice 1 on the Wii U lol so I thought just landing an attack to an airborne opponent was obvious. It's good to know these values are there, the game should probably reference them somewhere even if they won't matter to most people who can just try out a combo. You'll have to experiment anyways since different routes may do more/less damage than you'd expect.
wow, that is such a good video, thanks.
shame that Capcom is not listing all of this, beside DR normal juggling everywhere and most supers also juggling anywhere, the rest is not so evident to know.
Broski, the Shikamaru of SF
I learned this stuff for SFV and prayed that they would remove it for SF6. It's such a stupidly complicated system that could be handled more gracefully or, at the very least, surfaced in training mode. The rule of thumb I've been using is just "Drive Rush button always works, otherwise only use each move once", and I'm sure there are places where that doesn't work, but it's far easier to wrap my head around when I'm making decisions in the heat of the moment.
Juggle is a weird word idk
Juggle deez. You're right tho
Pretty well explained, thanks a lot. Dunno how much it will matter for me, but the mechanic is a bit less mysterious for me now. I kinda get why if you do Chun launcher into level 2, she can only hit the second hit of the target combo in the air...before I just thought "welp, that is how that is" but now I know
I feel like there's no excuse for the game not to provide juggle point information in Training Mode somewhere. Capcom's been doing a good job adding QoL features to the game to help people improve, and I feel like this is definitely something they should consider adding in the future.
Pop level 2 and go...
Yer' Mine!
Yer' Mine!
Yer' Mine!
I feel like a caveman just seeing what connects and what not after seeing this lol
It's very interesting
I'm not good enough for this to be helpful, but this was super interesting. I've always thought SF6's juggle mechanics were dumbed down since it doesn't factor in character weight/size as other SF games have, and while that still bugs me, there's clearly plenty under the hood.
It's actually faster to just trial and error than going trhough all these numbers...
Any Super you can follow up on is probably worth looking at for players of those characters. Chun's or even Non-Cinematic Ken super, etc.
Even if they added that data into the game, I would have absolutely no idea how to interpret the info. This is why I just note down combos I see other people do.
Yeah, after finishing the video, I know exactly as much as before I watched it. lol
So, juggle good? *Brain Explodes*
SF juggle rules are indeed quite confusing compared to MK and Tekken😅
it was extremely helpful! thank you!
As a Gief guy I launch, I bonk, I airgrab
As a tekken dude, I've never understood the juggle system in any SF. It always felt random to me when it came to street fighter. I just assumed that certain characters were privileged to do so and others just can't because "unknown reasons."
Just remember folks you don't need to understand all the behind the scenes mechanics to play at a high level. It's perfectly fine to just copy a "optimal combo" you found on twitter/youtube.
Juggle now no longer sounds like a word for me after this video
Thanks for the guide!
This video helped a TON to at least understand how the system works on a fundamental level, it still feels very unintuitive and I much prefer the juggle system in strive or most anime games in general for making much better use of normals as juggles being "drive rush, specials, and secret third things" feels very weird to me, but at least with this video I know the how it works, even if I'm not as big a fan of it as other games, it actually makes sense.
I think the reason they don't give you the numbers in the game is because this is all far more intuitive than it was in previous games, despite using the same system. Special moves and supers basically always juggle, and most normals can't juggle at all without drive rush, so there's not many times when the juggle limit stuff even comes up.
This may sound stupid and slightly contradicting but learning juggles in street fighter(at least for me who mainly started learning fighting games with dbfz and sf5) feels very easy to understand after a certain point but isnt intuitive to learn at the start. At least from my experience.
Love this content keep it up!
Thanks for the vid I’ll have to apply this to chun li, I always get weird juggles and I’m not sure what to do sometimes. Juggle stopped sounding like a real word a couple minutes in tho 😂
This video felt like a college course lol.
Yeah it drove me insane how Supercombo has an explanation of the juggle system, but no data on juggles for any of the moves. Not that I can blame them, given how its so obtuse that juggles are practically hard-coded into the game lmao
Literally just did this same write up like 2 months ago because I did not understand sf6 combos and was playing AKI. AKI needs to know how the combo system works lmao.
Ive never heard someone call bombset (or backfist combo) swipe.
THANK YOU!
definitely very very interesting !
love yo vids bro
I can definitely see why this isn't included in the training mode. It goes into the extreme of too confusing to read that it might as well be hidden.
I disagree; it should be provided so people who like labbing more technical combos don't have to rely on community websites with incomplete data
@@RandomDude647 People who do that level of technical data already can extract that much data.
It distracts the layman while adding barely anything to the technicians.
❤ hops on yt what am i watching. 1st vid. How to do something im clueless at in a game i love. Settled in secs lol. Great content. Learning
Don't really play Sf6. Loved this guide
Not sure if this is needlessly complicated or necessarily complicated to balance the combo system of the game. I wonder how more universal juggling values would expand combo variety while keeping some exceptions and damage scaling to balance it. I think the trouble with that is having to watch tediously long combos play out (as we see in some fighters with 99 hit combos) where you could just put your conttoller down and get tea while your opponent finishes lol
While I feel looking at the numbers is extremely unintuitive, just playing the game does feel very intuitive. Normals don’t generally juggle at all, but specials and supers do, but you figure out what does and doesn’t work for your character.
Juggle in SF is one of the few things I dislike about this game.
Im coming from Mk were you just have to hit and the longer the combo the fastest the airborne body falls.
The designers at Capcom wanted ALL THE DIALS to tweak their game. Yeesh!
Also, I wonder what combo gets you the highest juggle state possible.
Content!
Mathfighter 6 😵. Im cooked
Jiggle jiggle
I'm pretty sure I fully understand this system but let's see. The juggle system is gross but I do understand it. The lack of documentation is really annoying though.
My first comment here , as a manon player her lvl 1 can juggle into itself if it collides with a fireball just released from its startup, and lvl 2 im not sure if a drive light kick can reach in time
God, FAT light mode is hard to look at
Reminds me of for loops in coding
More like this 👍
I love you broski, please marry me
my biggest gripe is hitting a combo-able button while my opponent is in jump squat/just left the ground... it puts them in a stupid invincible tumble D:
LUKE
can you please explain why we sometimes get a non cinematic super IE. Ken
sick
they absolutely should make an effort to portray or even teach this stuff in the game, but despite the fact it's annoying and complex to explain, i do feel like you get an intuitive sense for it after you play the game enough. When I first found out about it, I thought it was a ridiculous way to limit comboing- but now that i'm more experienced, I couldn't tell you a single juggle number of any move, but I do feel like it's reasonably easy to sense what kind of things will work in this game with enough labbing. Not sure how that works out.
R-word was invented for this system.
Anyone else got that thing now where the word 'juggle' looks and sounds really weird?
It's true thats SF combos are unintuitive. To me at least, coming from MK and tekken it threw me off and kept me away from SF but now I love it.
Hi
you guys know that thing where if you say a word enough times it loses all meaning...?
Does Chun-Li's level 2 reset the Juggle Count to 0 as well?
There is something that I still don't understand, if a move being able to juggle is determined by the current juggle count and the moves juggle limit. Then how come some moves immediately end a juggle?
I don't know what specific moves you're talking about, but presumably those moves just have a really high juggle increase/start